New animations

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beetlenaut
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Re: New animations

Post by beetlenaut » May 2nd, 2017, 12:01 am

So, I had some time. I'm sure these could be improved, but this is the limit of my skill. Are they good enough to be used? The zip file contains the pngs.
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archeranim.zip
(33.53 KiB) Downloaded 62 times
sword.gif
sword.gif (5.86 KiB) Viewed 2205 times
bow.gif
bow.gif (7.48 KiB) Viewed 2205 times
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GUNINANRUNIN
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Re: New animations

Post by GUNINANRUNIN » June 21st, 2017, 7:11 am

I think there are some minor things about the bow attack animation that aren't quite right.

I like the springiness of the bow, but I feel it could be enhanced if the string and the tips of the bow didn't return to their original place right away but instead moved forward 1 pixel, then back, to suggest deceleration and further emphasize the flexibility of the bow. The rest of the movement isn't as smooth as the movement of the bow, so I would suggest upping the speed of the frames leading up to and trailing the bow shot. When the right hand releases the string the hand should open and the arm should recoil and drop a bit instead of staying frozen in place. Also, I think the handle of the bow should be stiffer, right now it opens and stretches quite dramatically.

I made an edit of it that addresses these concerns. Would it be okay if I posted it?

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Re: New animations

Post by ForestDragon » June 21st, 2017, 8:08 am

GUNINANRUNIN wrote:I made an edit of it that addresses these concerns. Would it be okay if I posted it?
Yes, feel free to do that.
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Re: New animations

Post by GUNINANRUNIN » June 21st, 2017, 4:09 pm

Thanks. I attached a .gif of just the attack animation.

Edit: Added a .zip containing .pngs with the proper naming convention, also fixed the opacity on the shadows.
Attachments
archeranim.zip
(17.16 KiB) Downloaded 48 times
bow.gif
bow.gif (6.32 KiB) Viewed 1928 times
Last edited by GUNINANRUNIN on June 21st, 2017, 6:48 pm, edited 1 time in total.

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Re: New animations

Post by ForestDragon » June 21st, 2017, 4:14 pm

Looks better now!
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beetlenaut
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Re: New animations

Post by beetlenaut » June 21st, 2017, 5:06 pm

GUNINANRUNIN wrote:I like the springiness of the bow, but I feel it could be enhanced if the string and the tips of the bow didn't return to their original place right away but instead moved forward 1 pixel, then back
Uh...It already does that, doesn't it?
GUNINANRUNIN wrote:I would suggest upping the speed of the frames leading up to and trailing the bow shot.
Sure, but this is just a .gif, not the actual animation. The animation timing can and would be tweaked in the .cfg file.
GUNINANRUNIN wrote:When the right hand releases the string the hand should open and the arm should recoil and drop a bit
You're right that the arm should recoil a bit, and you were more successful at making the hand open than I was. (I was trying to make just the two fingers open. That was probably my mistake.) However, the arm should definitely not drop. That would not be physically possible.[/quote]
GUNINANRUNIN wrote:Also, I think the handle of the bow should be stiffer, right now it opens and stretches quite dramatically.
Less dramatic stretching might be nice, but it's only a pixel, so it can't be less than that. I didn't originally do that either, but without it, the wood of the bow has to get a little longer. (That happens in your animation.) I thought that was worse.

I don't know how much this matters though. There is still the female and a bunch of other really bizarre bows that the elves have--I think they were drawn by someone who had never used a bow in real life--but I'm not working on them any more. That's because this has sat up here for almost two months and no official artist has said yea or nay. I took that to mean, "Thanks, but no thanks."
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Re: New animations

Post by GUNINANRUNIN » June 21st, 2017, 10:23 pm

beetlenaut wrote: Sure, but this is just a .gif, not the actual animation. The animation timing can and would be tweaked in the .cfg file.
Does that mean that the artist who develops an animation is responsible for tweaking the .cfg on an existing animation if he wants to change the timing, or do coders normally look at an animation and then match the timing when they commit it?

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Re: New animations

Post by beetlenaut » June 21st, 2017, 10:36 pm

Usually, the artists learn enough animation WML to set the timings how they want and submit the .cfg or at least the timings part of it when they submit the final frames of the animation. The coders will test it in game, and sometimes they adjust it to fit better. If you submit the final frames without a .cfg, the coders will do whatever seems right to them. That might be fine, but might not be exactly what you wanted.

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Re: New animations

Post by Crow_T » June 22nd, 2017, 12:35 am

Nice work on the animations Vyncyn, solid stuff :geek:

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Re: New animations

Post by Samonella » June 22nd, 2017, 5:56 pm

beetlenaut wrote:I don't know how much this matters though. There is still the female and a bunch of other really bizarre bows that the elves have--I think they were drawn by someone who had never used a bow in real life--but I'm not working on them any more. That's because this has sat up here for almost two months and no official artist has said yea or nay. I took that to mean, "Thanks, but no thanks."
Have you seen the wiki page on making bow animations? It makes a lot of the discussion here a bit moot, and might explain the crickets from the artists. Your and GUNINANRUNIN's sprites still look pretty good to me though!
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Re: New animations

Post by doofus-01 » June 24th, 2017, 12:20 pm

beetlenaut wrote: no official artist has said yea or nay.
I'll just note that's it's lack of personnel as much as anything. There is no group of official artists silently gazing with icy contempt at unacceptable contributions. In this case, Samonella's link probably does have a lot to do with it though.
GUNINANRUNIN wrote:Does that mean that the artist who develops an animation is responsible for tweaking the .cfg on an existing animation if he wants to change the timing, or do coders normally look at an animation and then match the timing when they commit it?
The artist really should test the animation, so adjusting the .cfg is pretty much required. There are some exceptions where the animation is "standardized" (usually with a macro), but even then, you should still test the animation.
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Zoomo
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Re: New animations

Post by Zoomo » March 11th, 2018, 11:45 pm

hey!! almost a year later I got around to finished the HI swing!
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heavyinfantry-v2.gif
heavyinfantry-v2.gif (12.86 KiB) Viewed 570 times

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Re: New animations

Post by doofus-01 » March 12th, 2018, 3:07 am

Nice job, Zoomo. :)
Can you post the PSD, XCF, or whatever master file you used for that GIF? It's not up to me to say whether that is final or not, but it's a good asset to have, you've certainly done the heavy lifting.

Thanks.
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Re: New animations

Post by Zoomo » March 12th, 2018, 5:37 am

yeah, definitely!
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Re: New animations

Post by vultraz » March 12th, 2018, 6:41 pm

Looks like you just need to add shadows to the frames and it should be ready to go in! :D
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